Hey Guys, looking at my old post, i was last talking about my directx frame rate, its been solved, the engine has been coming along, although i want to fix the problems i encountered with 2d before going through 3d any further. One Problem, is with the active viewport resizing, problem is that the it works, but the textures for some reason pixelate, the more larger the windowsize gets from the original. But for now, ive encountered a newer problem, I want to change the way DirectX sample a texture when stretching it.

For Now it looks like Direct is using a Bi-linear Method, what im looking for is a bi-cubic Method, Bi-linear produces a blur and down-samples (ironiocally) the texture. After some hours looking into it, i am unable to find a way to change this, or even know where this is stored. And this will definitely become a problem when moving to 3d. I hope to ask for professional opinions, and friends to see if anyone knows more about this. Until Next Time

So today I wanted to use the sprite resource in direct X, because yesterday drawing directly to the viewport was causing problems, and it worked to a T, only problem was it lagged like there was no tomorrow, i assumed it was because im rendering all the time because i havent added a timer to my framework yet, yet oddly my direct X was going 0fps XD, i asume this will be solved by the timer._Until next time

And after testing I realized that the unsupported formats dont get thumbnailed in windows explorer, so this was completely pointless XD, but its good to know, also I was Surprised that i wasnt getting error messages and having my computer go mad when I loaded an unsupported format, turns out i put a safe guard in without realizing it, good programming habbits that you complete forget your doing T_T.

Something interesting ive Discovered, is that Direct X can handle muliple file formats on its own, the only problem is that im not sure what formats it can handle, reading a chapter on it, it only seems to say png, dds, and bmp, but it would be ridiculous if that was all, so im gonna play around with the texture load function and see what it can handle. Ill post the results soon